#region Copyright & License Information /* * Copyright 2007-2011 The OpenRA Developers (see AUTHORS) * This file is part of OpenRA, which is free software. It is made * available to you under the terms of the GNU General Public License * as published by the Free Software Foundation. For more information, * see COPYING. */ #endregion using System; using System.Collections.Generic; using System.Drawing; using System.Linq; using OpenRA.FileFormats; using OpenRA.Mods.RA.Activities; using OpenRA.Traits; namespace OpenRA.Mods.RA.Move { [Desc("Unit is able to move.")] public class MobileInfo : ITraitInfo, IOccupySpaceInfo, IFacingInfo, UsesInit, UsesInit, UsesInit { [FieldLoader.LoadUsing("LoadSpeeds")] [Desc("Set Water: 0 for ground units and lower the value on rough terrain.")] public readonly Dictionary TerrainSpeeds; [Desc("e.g. crate, wall, infantry")] public readonly string[] Crushes; public readonly int WaitAverage = 5; public readonly int WaitSpread = 2; public readonly int InitialFacing = 128; [Desc("Rate of Turning")] public readonly int ROT = 255; public readonly int Speed = 1; public readonly bool OnRails = false; [Desc("Allow multiple (infantry) units in one cell.")] public readonly bool SharesCell = false; public virtual object Create(ActorInitializer init) { return new Mobile(init, this); } static object LoadSpeeds(MiniYaml y) { Dictionary ret = new Dictionary(); foreach (var t in y.NodesDict["TerrainSpeeds"].Nodes) { var speed = FieldLoader.GetValue("speed", t.Value.Value); var cost = t.Value.NodesDict.ContainsKey("PathingCost") ? FieldLoader.GetValue("cost", t.Value.NodesDict["PathingCost"].Value) : (int)(10000 / speed); ret.Add(t.Key, new TerrainInfo { Speed = speed, Cost = cost }); } return ret; } public class TerrainInfo { public int Cost = int.MaxValue; public decimal Speed = 0; } public int MovementCostForCell(World world, CPos cell) { if (!world.Map.IsInMap(cell.X, cell.Y)) return int.MaxValue; var type = world.GetTerrainType(cell); if (!TerrainSpeeds.ContainsKey(type)) return int.MaxValue; return TerrainSpeeds[type].Cost; } public int GetMovementClass(TileSet tileset) { /* collect our ability to cross *all* terraintypes, in a bitvector */ var passability = tileset.Terrain.OrderBy(t => t.Key) .Select(t => TerrainSpeeds.ContainsKey(t.Key) && TerrainSpeeds[t.Key].Cost < int.MaxValue); return passability.ToBits(); } public static readonly Dictionary SubCellOffsets = new Dictionary() { {SubCell.TopLeft, new WVec(-299, -256, 0)}, {SubCell.TopRight, new WVec(256, -256, 0)}, {SubCell.Center, new WVec(0, 0, 0)}, {SubCell.BottomLeft, new WVec(-299, 256, 0)}, {SubCell.BottomRight, new WVec(256, 256, 0)}, {SubCell.FullCell, new WVec(0, 0, 0)}, }; static bool IsMovingInMyDirection(Actor self, Actor other) { if (!other.IsMoving()) return false; if (self == null) return true; var selfMobile = self.TraitOrDefault(); if (selfMobile == null) return false; var otherMobile = other.TraitOrDefault(); if (otherMobile == null) return false; // Sign of dot-product indicates (roughly) if vectors are facing in same or opposite directions: var dp = CVec.Dot((selfMobile.toCell - self.Location), (otherMobile.toCell - other.Location)); if (dp <= 0) return false; return true; } public bool CanEnterCell(World world, CPos cell) { return CanEnterCell(world, null, cell, null, true, true); } public bool CanEnterCell(World world, Actor self, CPos cell, Actor ignoreActor, bool checkTransientActors, bool blockedByMovers) { if (MovementCostForCell(world, cell) == int.MaxValue) return false; if (SharesCell && world.ActorMap.HasFreeSubCell(cell)) return true; var blockingActors = world.ActorMap.GetUnitsAt(cell) .Where(x => x != ignoreActor) // Neutral/enemy units are blockers. Allied units that are moving are not blockers. .Where(x => blockedByMovers || (self == null || self.Owner.Stances[x.Owner] != Stance.Ally || !IsMovingInMyDirection(self, x))) .ToList(); if (checkTransientActors && blockingActors.Count > 0) { // Non-sharable unit can enter a cell with shareable units only if it can crush all of them if (self == null || Crushes == null) return false; if (blockingActors.Any(a => !(a.HasTrait() && a.TraitsImplementing().Any(b => b.CrushableBy(Crushes, self.Owner))))) return false; } return true; } public int GetInitialFacing() { return InitialFacing; } } public class Mobile : IIssueOrder, IResolveOrder, IOrderVoice, IPositionable, IFacing, ISync { public readonly Actor self; public readonly MobileInfo Info; public bool IsMoving { get; internal set; } int __facing; CPos __fromCell, __toCell; public SubCell fromSubCell, toSubCell; //int __altitude; [Sync] public int Facing { get { return __facing; } set { __facing = value; } } public int ROT { get { return Info.ROT; } } [Sync] public WPos CenterPosition { get; private set; } [Sync] public CPos fromCell { get { return __fromCell; } } [Sync] public CPos toCell { get { return __toCell; } } [Sync] public int PathHash; // written by Move.EvalPath, to temporarily debug this crap. public void SetLocation(CPos from, SubCell fromSub, CPos to, SubCell toSub) { if (fromCell == from && toCell == to && fromSubCell == fromSub && toSubCell == toSub) return; RemoveInfluence(); __fromCell = from; __toCell = to; fromSubCell = fromSub; toSubCell = toSub; AddInfluence(); } const int avgTicksBeforePathing = 5; const int spreadTicksBeforePathing = 5; internal int ticksBeforePathing = 0; public Mobile(ActorInitializer init, MobileInfo info) { this.self = init.self; this.Info = info; toSubCell = fromSubCell = info.SharesCell ? SubCell.Center : SubCell.FullCell; if (init.Contains()) { this.fromSubCell = this.toSubCell = init.Get(); } if (init.Contains()) { this.__fromCell = this.__toCell = init.Get(); SetVisualPosition(self, fromCell.CenterPosition + MobileInfo.SubCellOffsets[fromSubCell]); } this.Facing = init.Contains() ? init.Get() : info.InitialFacing; if (init.Contains()) { var z = init.Get() * 1024 / Game.CellSize; SetVisualPosition(self, CenterPosition + new WVec(0, 0, z - CenterPosition.Z)); } } public void SetPosition(Actor self, CPos cell) { SetLocation(cell,fromSubCell, cell,fromSubCell); SetVisualPosition(self, fromCell.CenterPosition + MobileInfo.SubCellOffsets[fromSubCell]); FinishedMoving(self); } public void SetPosition(Actor self, WPos pos) { var cell = pos.ToCPos(); SetLocation(cell,fromSubCell, cell,fromSubCell); SetVisualPosition(self, pos); FinishedMoving(self); } public void SetVisualPosition(Actor self, WPos pos) { CenterPosition = pos; } public IEnumerable Orders { get { yield return new MoveOrderTargeter(Info); } } // Note: Returns a valid order even if the unit can't move to the target public Order IssueOrder(Actor self, IOrderTargeter order, Target target, bool queued) { if (order is MoveOrderTargeter) { if (Info.OnRails) return null; return new Order("Move", self, queued) { TargetLocation = target.CenterPosition.ToCPos() }; } return null; } public CPos NearestMoveableCell(CPos target) { return NearestMoveableCell(target, 1, 10); } public CPos NearestMoveableCell(CPos target, int minRange, int maxRange) { if (CanEnterCell(target)) return target; var searched = new List(); // Limit search to a radius of 10 tiles for (int r = minRange; r < maxRange; r++) foreach (var tile in self.World.FindTilesInCircle(target, r).Except(searched)) { if (CanEnterCell(tile)) return tile; searched.Add(tile); } // Couldn't find a cell return target; } public CPos NearestCell(CPos target, Func check, int minRange, int maxRange) { if (check(target)) return target; var searched = new List(); for (int r = minRange; r < maxRange; r++) foreach (var tile in self.World.FindTilesInCircle(target, r).Except(searched)) { if (check(tile)) return tile; searched.Add(tile); } // Couldn't find a cell return target; } void PerformMoveInner(Actor self, CPos targetLocation, bool queued) { var currentLocation = NearestMoveableCell(targetLocation); if (!CanEnterCell(currentLocation)) { if (queued) self.CancelActivity(); return; } if (!queued) self.CancelActivity(); ticksBeforePathing = avgTicksBeforePathing + self.World.SharedRandom.Next(-spreadTicksBeforePathing, spreadTicksBeforePathing); self.QueueActivity(new Move(currentLocation, 8)); self.SetTargetLine(Target.FromCell(currentLocation), Color.Green); } protected void PerformMove(Actor self, CPos targetLocation, bool queued) { if (queued) self.QueueActivity(new CallFunc(() => PerformMoveInner(self, targetLocation, true))); else PerformMoveInner(self, targetLocation, false); } public void ResolveOrder(Actor self, Order order) { if (order.OrderString == "Move") PerformMove(self, self.World.ClampToWorld(order.TargetLocation), order.Queued && !self.IsIdle); if (order.OrderString == "Stop") self.CancelActivity(); if (order.OrderString == "Scatter") Nudge(self, self, true); } public string VoicePhraseForOrder(Actor self, Order order) { switch( order.OrderString ) { case "Move": case "Scatter": case "Stop": return "Move"; default: return null; } } public CPos TopLeft { get { return toCell; } } public IEnumerable> OccupiedCells() { if (fromCell == toCell) yield return Pair.New(fromCell, fromSubCell); else if (CanEnterCell(toCell)) yield return Pair.New(toCell, toSubCell); else { yield return Pair.New(fromCell, fromSubCell); yield return Pair.New(toCell, toSubCell); } } public SubCell GetDesiredSubcell(CPos a, Actor ignoreActor) { if (!Info.SharesCell) return SubCell.FullCell; // Prioritise the current subcell return new[]{ fromSubCell, SubCell.TopLeft, SubCell.TopRight, SubCell.Center, SubCell.BottomLeft, SubCell.BottomRight}.First(b => { var blockingActors = self.World.ActorMap.GetUnitsAt(a,b).Where(c => c != ignoreActor); if (blockingActors.Any()) { // Non-sharable unit can enter a cell with shareable units only if it can crush all of them if (Info.Crushes == null) return false; if (blockingActors.Any(c => !(c.HasTrait() && c.TraitsImplementing().Any(d => d.CrushableBy(Info.Crushes, self.Owner))))) return false; } return true; }); } public bool CanEnterCell(CPos p) { return CanEnterCell(p, null, true); } public bool CanEnterCell(CPos cell, Actor ignoreActor, bool checkTransientActors) { return Info.CanEnterCell(self.World, self, cell, ignoreActor, checkTransientActors, true); } public void EnteringCell(Actor self) { var crushable = self.World.ActorMap.GetUnitsAt(toCell).Where(a => a != self && a.HasTrait()); foreach (var a in crushable) { var crushActions = a.TraitsImplementing().Where(b => b.CrushableBy(Info.Crushes, self.Owner)); foreach (var b in crushActions) b.WarnCrush(self); } } public void FinishedMoving(Actor self) { var crushable = self.World.ActorMap.GetUnitsAt(toCell).Where(a => a != self && a.HasTrait()); foreach (var a in crushable) { var crushActions = a.TraitsImplementing().Where(b => b.CrushableBy(Info.Crushes, self.Owner)); foreach (var b in crushActions) b.OnCrush(self); } } public int MovementSpeedForCell(Actor self, CPos cell) { var type = self.World.GetTerrainType(cell); if (!Info.TerrainSpeeds.ContainsKey(type)) return 0; decimal speed = Info.Speed * Info.TerrainSpeeds[type].Speed; foreach (var t in self.TraitsImplementing()) speed *= t.GetSpeedModifier(); return (int)(speed / 100) * 1024 / (3 * Game.CellSize); } public void AddInfluence() { if (self.IsInWorld) self.World.ActorMap.Add(self, this); } public void RemoveInfluence() { if (self.IsInWorld) self.World.ActorMap.Remove(self, this); } public void Nudge(Actor self, Actor nudger, bool force) { /* initial fairly braindead implementation. */ if (!force && self.Owner.Stances[nudger.Owner] != Stance.Ally) return; /* don't allow ourselves to be pushed around * by the enemy! */ if (!force && !self.IsIdle) return; /* don't nudge if we're busy doing something! */ // pick an adjacent available cell. var availCells = new List(); var notStupidCells = new List(); for (var i = -1; i < 2; i++) for (var j = -1; j < 2; j++) { var p = toCell + new CVec(i, j); if (CanEnterCell(p)) availCells.Add(p); else if (p != nudger.Location && p != toCell) notStupidCells.Add(p); } var moveTo = availCells.Any() ? availCells.Random(self.World.SharedRandom) : notStupidCells.Any() ? notStupidCells.Random(self.World.SharedRandom) : (CPos?)null; if (moveTo.HasValue) { self.CancelActivity(); self.SetTargetLine(Target.FromCell(moveTo.Value), Color.Green, false); self.QueueActivity(new Move(moveTo.Value, 0)); Log.Write("debug", "OnNudge #{0} from {1} to {2}", self.ActorID, self.Location, moveTo.Value); } else Log.Write("debug", "OnNudge #{0} refuses at {1}", self.ActorID, self.Location); } class MoveOrderTargeter : IOrderTargeter { readonly MobileInfo unitType; public MoveOrderTargeter(MobileInfo unitType) { this.unitType = unitType; } public string OrderID { get { return "Move"; } } public int OrderPriority { get { return 4; } } public bool IsQueued { get; protected set; } public bool CanTargetActor(Actor self, Actor target, TargetModifiers modifiers, ref string cursor) { return false; } public bool CanTargetLocation(Actor self, CPos location, List actorsAtLocation, TargetModifiers modifiers, ref string cursor) { IsQueued = modifiers.HasModifier(TargetModifiers.ForceQueue); cursor = "move"; if (self.Owner.Shroud.IsExplored(location)) cursor = self.World.GetTerrainInfo(location).CustomCursor ?? cursor; if (!self.World.Map.IsInMap(location) || (self.Owner.Shroud.IsExplored(location) && unitType.MovementCostForCell(self.World, location) == int.MaxValue)) cursor = "move-blocked"; return true; } } public Activity ScriptedMove(CPos cell) { return new Move(cell); } public Activity MoveTo(CPos cell, int nearEnough) { return new Move(cell, nearEnough); } public Activity MoveTo(CPos cell, Actor ignoredActor) { return new Move(cell, ignoredActor); } public Activity MoveWithinRange(Target target, WRange range) { return new Move(target, range); } public Activity MoveTo(Func> pathFunc) { return new Move(pathFunc); } } }